Alright, maybe it's time for some stats being posted about the last version (since Chaco's busy developing the last part, it might be useful for how he decorates it). Warning: this is a long list! And even so, it only contains those checkpoints I find relevant.
Spider: 42/25/10/57/87/0/0/0.
Mud Mother: 346/48/10/212/362/0/0/0.
1st Interlude: 181/58/20/463/613/1/0/0.
Mad Eyes: 606/80/20/804/1534/0/0/0.
Scout: 206/92/20/1157/2127/2/0/0.
Serpentskin: 1280/134/30/380/3810/11/5/0. Guess I thought it was 2250 greckles like I needed in Nameless Fortress or something, haha.
Belt Buckler: 4/140/40/greckles and REP don't matter anymore. Won't mention them from here on. 8/1/0.
Goblin King: 613/173/40/6/4/0.
Bronze Shield: 488/194/60/7/3/0.
Long Sword: 408/250/60/7/4/0.
2nd Interlude: 1643/266/60/9/1/0.
Steel Shield: 1667/305/100/4/4/1.
7th Level before bridge: 1392/341/100/10/11/0.
8th Level before bridge: 2637/415/100/20/12/0.
Adder: 2222/481/100/15/14/0.
Knight Shield: 3872/551/150/8/2/0. The minigame in Seventh Level 9S 12W was horrible for me! I don't know why but I can't keep my losses below 2000 damage.
Wyrm Piercer: 4452/611/150/9/0/0.
Goblin Warlord: 4192/631/150/13/0/0.
And that's all for now, as the Security Eyes in the Ninth Level are still bugged and crash the game which stops me from reaching checkpoints after this one. My maximum achievable without going to the rooms that contain them is 711 ATK.

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Don't worry, be happy, and slice monsters. You'll probably do better than me at all three.[Last edited by Midootje at 01-20-2014 03:49 PM]

On the bug described with the security eye things in level 9 - I don't get a CTD. What I do get is a repeated pinging sound - the same one I often get if I try to move diagonally onto level exits. Don't know if that helps any. I stopped once I go to that point as although the game worked I didn't really want to play through all that noise!

I'm still working on this hold. In particular I'm in the middle of re-playing through the hold for little playability issues I can easily fix (like orbs being in the way of control-movement to room edges, there not being enough convenient shortcuts or inventory-access squares, and one inventory-access square in particular being broken).

I noticed that in the current version, in Ninth Level Twice East, the Goblin Commanders are getting multiple hits in on the player due to their swords damaging him during the cutscene. It turns out I didn't put the "sword safe to player" imperative far enough down on the list. So be assured that that's going to be fixed in the next version, and I intend for them to only do as much damage as is listed by you right-clicking them (that is, one hit each).

I'm still not sure exactly what I'm going to do about the Goblin Warlord boss fight in Ninth Level Once South. I might just leave it as-is (a standard monster, rather than any kind of movement-based battle).

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Quick links to my stuff (in case you forgot where it was):

This update contains many changes to levels 1 through 9 (but does not yet include level 10).

A full changelog is attached to this post, but the short version is "I rebalanced a few trades in the hold, added some more health to some earlier levels to make them easier, added some more shortcuts and some more inventory squares". Most of the routes remain the same, but you may want to re-examine some changed rooms to see if they change your plans.

Note also that the hold file has a new ID, so you are forced to re-play the hold from the beginning. This is because some scripts changed, and some room layouts were also modified, so I have to be sure that those are loaded into the game (as opposed to ignored by a loaded save file).

Finally, the level 9 boss is slightly more interesting.

--

So that should cover most of what I want to do in the first 9 levels. The final thing I'm still concerned about is that it takes a long time to backtrack from level 9 to, say, level 4, because to do so one must backtrack up the stairs to level 7, go from the west side to the east side, go all the way back North, and go up several stairs, and then go northward through level 5. That's a lot of empty rooms to backtrack through. I'm not sure of how to make a smooth shortcut that makes sense in-universe, though.

(And if I did add it, it would necessitate another hold ID update, in order to force people to re-load the rooms in question so that the shortcut would exist.)

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Quick links to my stuff (in case you forgot where it was):

Alright, I've uploaded a new version of the hold that should fix the character-tile issues, where characters with custom tiles had lost them. I've now added them back in for the Checkpoint and the Wyrm Piercer. (The Belt Buckler already had its new tiles, courtesy of Penwielder.)

If you downloaded the hold earlier today, please download the new one.

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Quick links to my stuff (in case you forgot where it was):

Hm. I'm still getting the same error. And it does seem related to that:
Assertion error in line 1316 of .\TileImageCalcs.cpp: "wType>=CHARACTER_FIRST && wType<CHARACTER_TYPES"
Assertion error in line 548 of .\BitmapManager.cpp: "wTileImageNo < this->wNextCustomTileNo"
Assertion error in line 4414 of .\BitmapManager.cpp: "pCustomTiles"
Assertion error in line 775 of .\BitmapManager.cpp: "pMaskSurface"

The only other thing I can think of, based on reading the error message carefully, is that DROD: RPG could be complaining that some of the custom character tiles don't have all 8 orientations (specifically the checkpoint having only 2 and the Guardian Target only having 1). But that's probably not right since it definitely was OK with those images being that small in earlier versions.

I'm out of ideas. Is anyone else getting the exact same assertion errors?

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Quick links to my stuff (in case you forgot where it was):

I tried to do this too and here's what happened and what I did.
First I downloaded the new version and paste it into the hold's folder, replacing the hold version I had. Then I opened the "choose level set" and imported the new version, and it crashed (but I don't know why since Windows didn't tell me that). Then I opened the editor and noticed that there were 2 fetch the pie, one by Leylite (old version) and one by Chaco (latest version). In the editor everything works fine so I tried to copy the latest version to see if it was an author problem, exported the file, imported it again and playing it, it worked. Then I changed location again, in "fetch the pie" by Chaco and it worked! Is this normal?
But now (always in the hold managment screen) if I just click on the old version "fetch the pie" by leylite, it crashes.

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There's not some other world out there where everything's gonna be okay. There's just this one, just this rock
-33th Skywatcher

Found the problem, I think!
The player has no picture. It lets me start the game (in the editor) until the end of the opening cutscene. It gives essentially the same error.

EDIT: Nope, even deleting the player character doesn't fix it. I'll keep working.

EDIT 2: Got it! Something's wrong with the 'Start Cutscene' character. Not sure what, and I have to go now, but you should be able to figure it out.

One more EDIT: It looks like there are a whole bunch of copies of the same pictures include in the hold. I don't know if this is an artifact of my messing around, but it might be worth checking out.

Last EDIT because I think I got it: It might be the picture, but 'Start Cutscene' is set to 'Citizen 2' instead of 'None'. Somehow, though, that doesn't fix anything. I'm still getting lots of errors, but the game isn't crashing. It's a new one: